The point of this, of course, is to eliminate the need to look up individual spells when judging things like range and duration.
Magic
General spell features:- Damage: marked off against hit points
- Duration: total time magical effect will last, unless dispelled or counter-spelled
- Range: maximum distance at which magical effect can be created
- Limit: maximum distance a movable magical effect can be moved after creation
- Stable State - natural physical or mental condition that lasts until counteracted naturally (friendship, sleep, making a stone wall in a stone dungeon.)
- Dynamic State - unnatural condition, or natural condition that is normally only temporary (levitation, fire.)
- Passive Protection - non-active resistance to harmful intentions (defensive bonus, immunity to fire.)
- Utility/Object Control - non-combat manipulation of objects or improvement of senses
M-U Spells
No healing spells.Damage is:
- 1d6 if incidental (Wall of Fire/Ice)
- 1d6/spell level if limited to nearby targets (1" range)
- 1d6/caster level if ranged (Fireball)
- open-ended for Stable State
- open-ended but requires concentration for illusions and otherworldly conjurations
- 6 turns for Passive Protection
- 3 turns for Dynamic State combat spells
- 1d6+2 turns + 1 turn/caster level for other spells.
Range is:
- 1" for Utility/Object Control
- 6" for detection, creation, transformation
- 12" for most spells, doubled for ranged combat
- 24" for 1st to 4th level spells
- 36" for 5th level spells
- 48" for 6th level spells
Cleric Spells
No illusion or ranged damage/combat spells.Duration is as M-U, but:
- 12 turns for Passive Protection
- 6 turns for non-combat Dynamic State
- 3 turns for combat Dynamic State
- +3 turns for spells that prevent combat
Range is:
- 3" for Utility/Object Control
- 6" for creation, transformation
- 9" for detection
- 12" for most spells
- 18" for spells that prevent combat (such as Hold Person)
No comments:
Post a Comment